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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4337 96395faa-99c1-11dd-bbfe-3dabce05a288
43 lines
2.6 KiB
Plaintext
43 lines
2.6 KiB
Plaintext
Eli Gottlieb's checklist for the GSOC shaped windows project. Dated July 9, 2010.
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1. Enable proper linking of the X11 implementation and test it.
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--> Find the place in the build system for platform-specific linking flags. STATUS: DONE
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--> Add a linker flag to bring in libXext.a. STATUS: DONE.
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2. Build the Win32 implementation of shaped-windows functionality.
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--> Add driver functions to the SDL_ShapeDriver in the Win32 driver's SDL_DisplayDevice at the proper point in the code. STATUS: CHECK.
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--> Add a hook in the Windows resize-window code to call Win32_ResizeWindowShape(). STATUS: CHECK.
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--> Get the Windows code to build and run properly. STATUS: IN PROGRESS.
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3. Enable building the testeyes program.
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--> Reprogram it to use the latest shaped-windows API. STATUS: CHECK.
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--> Get it, along with the rest of the test suite in my branch, building successfully. STATUS: DONE.
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--> Debug testeyes and the platform-specific shaped-window implementations in tandem. STATUS: IN PROGRESS.
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4. Implement the SDL shaped-windows API for Mac OS X using Cocoa. STATUS: IN PROGRESS
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--> Locate (once more) the API documentation for shaped windows under Cocoa. STATUS: NEARLY FINISHED.
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--> Design and encode a version of SDL_ShapeData for Cocoa. STATUS: IN PROGRESS.
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--> Write Cocoa_CreateShaper(). STATUS: MOSTLY DONE, AFAIK.
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--> Write Cocoa_ResizeWindowShape(). STATUS: DONE, AFAIK.
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--> Write Cocoa_SetWindowShape(). STATUS: IN PROGRESS.
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--> If necessary, implement functionality adjunct to SDL_CalculateShapeBitmap() for Cocoa usage.
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5. Use testeyes to debug all implementations. STATUS: SPRINT + 2.
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--> Debug Cocoa implementation.
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--> Debug Win32 implementation.
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--> Debug X11 implementation (again).
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1.3 release checklist:
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* http://wiki.libsdl.org/moin.cgi/Roadmap
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* See why windows are being rearranged. Is the shield window not up?
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* Make sure you can create and show a fullscreen window in one step
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* Figure out how to handle OpenGL context lost on Mac OS X (does it happen?)
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* Write automated test case for multi-draw APIs
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* Make sure you can build SDL without the renderer to slim it down a bunch
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* Implement assertion code on iPhone
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* Add __WINDOWS__ in addition to __WIN32__
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* Check 1.2 revisions:
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3554 - Need to resolve semantics for locking keys on different platforms
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4874 - Do we want screen rotation? At what level?
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4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98
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4484, 4485 - Verify that SDL's Windows keyboard handling works correctly
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4865 - See if this is still needed (mouse coordinate clamping)
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4866 - See if this is still needed (blocking window repositioning)
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